The help i was going to get, well we never pulled together and did anything just got together and played eve. I am in the process of trying to get data off my hard drives. Major hardware failure leading to a power supply catching on fire, melted my cd-rom back and the hard drive cables to the hard drives. I have sent the drives off to a data recover place and are awaiting there response.

I have a new home built pc and is looking forward to getting back into the swing of things. Providing I can get all my data back and do not have to start all over. Because if I do Evelancer might become a dead project.

DwnUndr

Post subject: Re: New TC mod Evelancer

Posted: Wed Dec 22, 2010 5:33 am

Site Admin

Joined: Sun Jan 06, 2008 4:53 pmPosts: 1041

Wow, major meltdown!

If you ever need stuff backed up for safe-keeping just let us know. Zip it, encrypt it, whatever. We will keep a safe copy for you.

I hooked up a backup pc and low and behold sitting on the desktop "Freelancer tools" and within my Evelancer files! I will investigate more to make sure that it has ALL the files that I have worked on so far. Soo looks like Satan has visited my and left a Christmas present for myself and all you following this mod. Will post again a edit to this if it contents ALL the mod files. I have been finding my paper notes for the ships and using what is posted in this thread to go over to remake the files. I do hope I have all the ship files as those were a pain in the butt to do the first time.

Lonestar

EDIT: Yes it has the 13 ships already hard-pointed and data files for them. I'm so lucky, I'd call the company to stop the order but there is more than just the evelancer files I want back. Once more EveLancer is pushing forward as long as I have time to work on it.

EDIT2: Gibbon over at The Starport may have solved the problem i have been having with my ships, All the groups are named the same so in seance all the models are the name dispute there own separate names. Many thanks for the fix Gibbon! I'll have to redo the models and then hardpoint em over again. But I'll just have to write down the current locations and redo them.

Hey All I Fixed the NPC flying problem. I was not naming all my ship shapes in Milkshape, and textures unique names. Unless you want to have troubles like I was having. I suggest that you do so. I now have the following ships in-game and both myself and NPC's fly them except the Charon. I did the minimal to get it ingame and not sure if it can be player flown yet.

Now appearing as the starter ships aka Starfiler The Caldari Noob frigate Ibis, Please note I am not finished with making this model into the final version Ibis, and thus will be lacking its full loadout.

As the Patriot we have the condor, the condor has four weapons slots, and a mount for a mine, cm and cruise disruptor. I was also able to smooth this ship model out and make it look better. Saddly this has been the only model that i was able to do that too with my limited resources.

NPC Condors in formation

As for the Defender that is the Merlins mission, sporting four weapon slots, a turret slot, a torpedo/cruise disruptor slot, and oddly two mine slots due to an error of mine and I like it. I had so much fun with this ship i forgot to get picture of it. but will post one when I get it.

As the Rino We have the Badger MKII, This is more likely its final and full loadout, eight turrets provide impressive firepower and coverage. Though i need to get it worked over a bit as it does shoot though itself.

And that will bring me to the Charon witch takes the place of the following, Armored Transport, Transport, and Large transport. When I first put them into the Game they were TOO wide to fit into the trade lanes for testing purposes, so I went and reduced ONLY the x by half and got an interesting ship from that. In EveLancer there will be no trade lanes so that will mean the unreduced Charon will be used. As it stands right now these ships have NO weapons and will need escorts. I have been tossing around an ideal of adding defense turrets to it. But due to how LARGE this ship is I'll need 16 turret hardpoints, But not all will fire at its targets. OR i can reduce that to just 6 running three along the topside ad bottomside only. Anyway on to the pictures. . .

I have been playing too much "Real Life" with the following expanstions, "College life", "Family ties", and "a workers life". I have been unable to work on this mod much since last post. I have done some work on it but for now its slowed down greatly.

HunterKiller

Post subject: Re: New TC mod Evelancer

Posted: Thu Mar 10, 2011 3:04 am

Member

Joined: Mon May 05, 2008 5:44 amPosts: 834

Take your time and get it right, RL always take precedence over fantasy life.

For an update I have not worked on this in a while as I have moved over to playing and modding for Gratuitous Space Battles, But I might attempt to get back and finial finish this to produce a working yet very very simple ship replacement mod. It sadly will not be complete, nor a complete game rebuild like it was going to be. I will attempt to keep everyone up to date more often. I also have been having money troubles and have moved several time in the past 6 months. so it might not be a while till another response from me as this is form a college pc lab.

Who is online

Users browsing this forum: No registered users and 1 guest

You cannot post new topics in this forumYou cannot reply to topics in this forumYou cannot edit your posts in this forumYou cannot delete your posts in this forumYou cannot post attachments in this forum